/Engine/Plugins/Experimental/LandscapePatch/Source/LandscapePatch/Public/LandscapeTexturePatch.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, ClassGroup=Landscape, Meta=(BlueprintSpawnableComponent)) class ULandscapeTexturePatch : public [ULandscapePatchComponent](API\Plugins\LandscapePatch\ULandscapePatchComponent)
bool
bApplyComponentZScale
Whether to apply the patch Z scale to the height stored in the patch.
bool
bBaseResolutionOffLandscape
When initializing from landscape, set resolution based off of the landscape (and a multiplier).
ELandscapeTextu...
BlendMode
bool
bReinitializeHeightOnNextRender
bool
bUseTextureAlphaForHeight
When true, texture alpha channel will be used when applying the patch.
ClampMin
Texture width to use when reinitializing, if not basing resolution off landscape.
ELandscapeTextu...
DetailPanelHeightSourceMode
How the heightmap of the patch is stored.
DisallowedAssetDataTags
EditCondition
Texture used when source mode is set to a texture asset.
float
Falloff
Distance (in unscaled world coordinates) across which to smoothly fall off the patch effects.
ELandscapeTextu...
FalloffMode
TObjectPtr<ULa...
HeightInternalData
Not directly settable via detail panel- for display/debugging purposes only.
ELandscapeTextu...
HeightSourceMode
How the heightmap of the patch is stored.
int32
NumWeightPatches
Used to detect changes to the number of weight patches via the detail panel, so that we can initialize the "owner" pointer when patches are added or trigger update when patches are removed.
int32
ResolutionX
int32
ResolutionY
FVector2D
UnscaledPatchCoverage
At scale 1.0, the X and Y of the region affected by the height patch.
TArray<TObject...
WeightPatches
Weight patches.
ELandscapeTextu...
ZeroHeightMeaning
How 0 height is interpreted.